Recent postshttps://software.intel.com/en-us/recent/479906
enContest entry not showing on &quot;All entries&quot; page.https://software.intel.com/en-us/forums/topic/289053
<p>Hello,</p>
<p>I have just revised the "All entries" page in order to check if our entry was correct or not. But unforunately I cannot see our entry there. Is there any specific reason on why that happens?</p>
<p>Regards.</p>
Sat, 19 Jun 10 10:55:25 -0700jedarnaude289053HeightField Behaviourhttps://software.intel.com/en-us/forums/topic/289201
<p>Hi all,</p>
<p>I am posting here as I am unfortunately unable to solve the problem that have arised within my code.</p>
<p><b>The problems</b><br />
<blockquote>
<ul>
<li>When using hkpSampledHeightField interface, there is always a call to <i>collideSpheres </i>whenever there is a collision detected. But collision reaction is correct for sizes under 64*64, for bigger sizes, the objects pass through (yet there are <i>collideSpheres</i> calls).</li>
<li>When using hkpTriSampledHeightField, there is no call to <i>collideSpheres</i> at all, no matter what size we have.</li>
</ul>
</blockquote>
<p><b>The Assumptions<br /></b><br />
<blockquote>
<ul>
<li>There are no filters specified in our hkpWorld.</li>
<li>We register all agents by calling : <i>hkpAgentRegisterUtil::registerAllAgents(m_world-&gt;getCollisionDispatcher());</i></li>
<li>Our hkpWorldCinfo initializing code is as follows (worldSize is 2000):</li>
</ul>
<pre><pre class="brush: bash"> //WORLD CREATION
hkpWorldCinfo info;
info.m_simulationType = hkpWorldCinfo::SIMULATION_TYPE_MULTITHREADED;
// ERASE WORLD FALLING OBJECTS
info.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_REMOVE_ENTITY;
// WORLD STUFF
info.m_gravity.set(0,-9.8f,0.0f);
info.m_collisionTolerance = 0.1f;;
info.setBroadPhaseWorldSize(worldSize);
info.m_processActionsInSingleThread = true; // DETERMINISTIC MULTITHREADING BEHAVIOUR
info.m_mtPostponeAndSortBroadPhaseBorderCallbacks = true; // DETERMINISTIC BEHAVIOUR WITH OUT OF BOUNDS OBJECTS DELETION
m_world = new hkpWorld(info);
</pre></pre><ul>
<li>I have not even bothered on trying specific heights or slopes on the terrain as even my flat heightfield is not behaving as expected.</li>
<li>Multithreaded behaviour seems to be working properly as I have impleted demos using planes to define a terrain and multiple objects colliding.</li>
</ul>
</blockquote>
<p><b>The Code</b></p>
<p>The following code shows how we implements our own heightfield class as suggested by havok demo SampledHeightFieldDemo.</p>
<pre><pre class="brush: cpp">class CHeightField : public hkpSampledHeightFieldShape {
private:
hkUint16 *m_data;
public:
CHeightField( const hkpSampledHeightFieldBaseCinfo&amp; ci, hkUint16 *data) :
hkpSampledHeightFieldShape(ci), m_data(data) {}
/// My simple height lookup
HK_FORCE_INLINE hkReal getHeightAtImpl( int x, int z ) const {
return m_data[z * m_zRes + x];
}
/// this should return true if the two triangles share the edge p00-p11
/// otherwise it should return false if the triangles share the edge p01-p10
HK_FORCE_INLINE hkBool getTriangleFlipImpl() const {
return false;
}
/// Forward to collideSpheresImplementation
virtual void collideSpheres( const CollideSpheresInput&amp; input, SphereCollisionOutput* outputArray) const {
return hkSampledHeightFieldShape_collideSpheres(*this, input, outputArray);
}
};</pre></pre><p>The following code reflects how we create our hkpSampledHeightField(commented calls for hkpTriSampledHeightField) and add it to our hkpWorld. </p>
<pre><pre class="brush: cpp"> hkpSampledHeightFieldBaseCinfo ci;
CHeightField *shape;
hkpRigidBody *entity;
hkpRigidBodyCinfo info;
ci.m_xRes = width;
ci.m_zRes = lenght;
shape = new CHeightField( ci, height );
// Wrap the heightfield in an hkpTriSampledHeightFieldCollection:
//hkpTriSampledHeightFieldCollection* collection = new hkpTriSampledHeightFieldCollection( shape );
// Now wrap the hkpTriSampledHeightFieldCollection in an hkpTriSampledHeightFieldBvTreeShape
//hkpTriSampledHeightFieldBvTreeShape* bvTree = new hkpTriSampledHeightFieldBvTreeShape( collection );
info.m_motionType = hkpMotion::MOTION_FIXED;
info.m_shape = shape /*bvTree*/;
info.m_position.set(-width/2.0f, 0.0f, -lenght/2.0f ); // CENTERED AT ORIGIN
entity = new hkpRigidBody( info );
m_world-&gt;lock();
m_world-&gt;addEntity( entity );
m_world-&gt;unlock();
shape-&gt;removeReference();
//collection-&gt;removeReference();
//bvTree-&gt;removeReference();
</pre></pre><p><b>Attached files</b></p>
<p>I have attached 3 Visual Debugger files reflecting 3 behaviours with this code.
<ol>
<li>Shows correct behaviour for a sphere on a 32*32 hkpSampledHeightField.</li>
<li>Shows incorrect behaviour for a sphere on a 64x64 hkpSampledHeightField.</li>
<li>Shows incorrect behaviour for a spehere on a 32*32 hkpTriSampledHeightField.</li>
</ol>
<p>I hope anyone can light me up a bit with the problems that I am facing right now. If there is any information you may request, please feel free to ask for it.</p>
<p>Regards,</p>
<p>EDIT:<br /><b>Specific new doubt</p>
<p></b>Is there any specific restriction or problem with hkpWorld::castRay for a hkpSampledHeightField? I do not really need this feature, yet while testing picking with heightFields it seemed quite buggy (<i>hit-&gt;m_hitFraction </i>reported wrong numbers that were a way over the terrain ).</p>
Sun, 13 Jun 10 07:08:35 -0700jedarnaude289201Visual Debugger optionhttps://software.intel.com/en-us/forums/topic/289232
<p>Hi all,</p>
<p>Is there any way to see in a hkpWorld::castRay in the visual debugger? A line drawing the path the ray had or something similar. </p>
<p>We have a problem that our castRay is not reporting a hit on an entity unless the entity is at its spawn point, yet the graphic rays seem to be correct (as we are drawing them in our viewport).</p>
<p>Regards.</p>
Thu, 10 Jun 10 11:11:59 -0700jedarnaude289232LevelUp 2010 doubtshttps://software.intel.com/en-us/forums/topic/289441
<p>Hello,</p>
<p>We are developing a commercial product as a Indie company (no Intel premium<br />
support or anything related). Yet we have 2-3 question we would like to ask for<br />
the contest:<br />
- Is there any limit on middleware we are using? <br />
For instance right now our demo test are working with Havok Physics which is an<br />
Intel Product, am not sure if this is allowed. This also might apply to TBB.<br />
- Also, due to multiplatform problems on Havok(no iPad),<br />
we might move our current implementation to BulletPhysics. If Havok is allowed,<br />
does the judges take into account in a positive way, our use of Intel<br />
middleware?<br />
- We plan to compete on both, Desktop and Laptop contest (Laptop not<br />
confirmed). Reading the current guidelines I see that Laptop competition mention<br />
DirectX9.0c. We are using OpenGL 2.1 as our graphic API, again due to a<br />
multiplatform decision. Is it allowed? Does this might affect Desktop<br />
competition too?</p>
<p>On a non technical side:<br />
- We are not sure what you are asking for phase1. Is it only a description of<br />
our gameplay plus a screenshot? We think that concept art will fit the best<br />
here, since right now, we only have a tech demo who lacks artist assets. Any<br />
specific guideline we should follow as gameplay description? (Maximum size,<br />
specific points, etc.)</p>
<p>- Is there any restrction for a single entry to join both contest (professional and studeent) if our team has a mix of both (even if it is a "single person contest")?</p>
<p>
Regards,</p>
</p>
<p>P.S: Edited sorry for caps on last question.</p>
Sun, 30 May 10 09:28:45 -0700jedarnaude289441